action_inherited() enemy_active_check(70) enemy_target_check(firerange, 1) if (active == 1 && stun == 0 && frozen == 0 && state != 100) { if (state == 0) { if (statetime >= firedelay) { if (target == 1) { state = 1 statetime = 0 firedelay = (200 + random(200)) } else statetime = 1 } if (oCharacter.x < x) xVel += (0.05 * movedir) else xVel -= (0.05 * movedir) if (xVel > 0 && position_meeting((x + 20), y, oShielder)) xVel = -2 if (xVel < 0 && position_meeting((x - 20), y, oShielder)) xVel = 2 if (xVel > 2) xVel = 2 if (xVel < -2) xVel = -2 if (yVel > 2) yVel = 2 if (yVel < -2) yVel = -2 } if (state == 1) { if (statetime == 0) { xVel = 0 yVel = 0 proj = instance_create(x, (y + 7), oGunzooProj2) } if (statetime >= 60) { state = 0 statetime = 0 } } if (stun == 0) moveTo(xVel, yVel) } if (state == 100) { enemy_death2() repeat (20) instance_create(x, y, oDebris) } if instance_exists(myobj) { myobj.x = x myobj.y = y } statetime += 1